/external/deqp/modules/glshared/ |
D | glsShaderRenderCase.hpp | 91 TextureBinding (const glu::Texture3D* tex3D, const tcu::Sampler& sampler); 98 void setTexture (const glu::Texture3D* tex3D); 105 …::Texture3D* get3D (void) const { DE_ASSERT(getType() == TYPE_3D); return m_binding.tex3D; } in get3D() 115 const glu::Texture3D* tex3D; member 137 const tcu::Texture3D* tex3D; member 143 , tex3D (DE_NULL) in ShaderSampler()
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D | glsShaderRenderCase.cpp | 90 TextureBinding::TextureBinding (const glu::Texture3D* tex3D, const tcu::Sampler& sampler) in TextureBinding() argument 94 m_binding.tex3D = tex3D; in TextureBinding() 126 void TextureBinding::setTexture (const glu::Texture3D* tex3D) in setTexture() argument 129 m_binding.tex3D = tex3D; in setTexture() 286 case TextureBinding::TYPE_3D: textures[ndx].tex3D = &binding.get3D()->getRefTexture(); break; in ShaderEvalContext()
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/external/deqp/modules/gles3/functional/ |
D | es3fNegativeBufferApiTests.cpp | 1239 deUint32 tex3D; in init() 1244 glGenTextures (1, &tex3D); in init() 1249 glBindTexture (GL_TEXTURE_3D, tex3D); in init() 1259 glFramebufferTextureLayer (-1, GL_COLOR_ATTACHMENT0, tex3D, 0, 1); in init() 1261 glFramebufferTextureLayer (GL_RENDERBUFFER, GL_COLOR_ATTACHMENT0, tex3D, 0, 1); in init() 1266 glFramebufferTextureLayer (GL_FRAMEBUFFER, -1, tex3D, 0, 1); in init() 1268 glFramebufferTextureLayer (GL_FRAMEBUFFER, GL_BACK, tex3D, 0, 1); in init() 1280 glFramebufferTextureLayer (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex3D, 0, -1); in init() 1287 glFramebufferTextureLayer (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex3D, 0, max3DTexSize); in init() 1300 glFramebufferTextureLayer (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex3D, 0, 1); in init() [all …]
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D | es3fShaderTextureFunctionTests.cpp | 261 float w = (float)c.textures[0].tex3D->getWidth(); in computeLodFromGrad3D() 262 float h = (float)c.textures[0].tex3D->getHeight(); in computeLodFromGrad3D() 263 float d = (float)c.textures[0].tex3D->getDepth(); in computeLodFromGrad3D() 282 …lContext& c, float s, float t, float r, float lod) { return c.textures[0].tex3D->sample(c.textures… in texture3D() 290 …loat s, float t, float r, float lod, IVec3 offset) { return c.textures[0].tex3D->sampleOffset(c.te… in texture3DOffset() 426 c.color = c.textures[0].tex3D->getLevel(lod).getPixel(x, y, z)*p.scale + p.bias; in evalTexelFetch3D()
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D | es3fFboTestUtil.cpp | 751 const sglr::rc::Texture3D* tex = m_uniforms[0].sampler.tex3D; in shadeFragments()
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D | es3fTextureUnitTests.cpp | 668 … case GL_TEXTURE_3D: m_uniforms[4*unitNdx].sampler.tex3D->sample4(texSamples, coords3D); break; in shadeFragments()
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/external/deqp/modules/gles31/functional/ |
D | es31fNegativeBufferApiTests.cpp | 1555 deUint32 tex3D = 0x1234; in framebuffer_texture_layer() local 1572 ctx.glGenTextures (1, &tex3D); in framebuffer_texture_layer() 1577 ctx.glBindTexture (GL_TEXTURE_3D, tex3D); in framebuffer_texture_layer() 1587 ctx.glFramebufferTextureLayer (-1, GL_COLOR_ATTACHMENT0, tex3D, 0, 1); in framebuffer_texture_layer() 1589 ctx.glFramebufferTextureLayer (GL_RENDERBUFFER, GL_COLOR_ATTACHMENT0, tex3D, 0, 1); in framebuffer_texture_layer() 1594 ctx.glFramebufferTextureLayer (GL_FRAMEBUFFER, -1, tex3D, 0, 1); in framebuffer_texture_layer() 1596 ctx.glFramebufferTextureLayer (GL_FRAMEBUFFER, GL_BACK, tex3D, 0, 1); in framebuffer_texture_layer() 1608 ctx.glFramebufferTextureLayer (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex3D, 0, -1); in framebuffer_texture_layer() 1613 ctx.glFramebufferTextureLayer (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex3D, 0, max3DTexSize); in framebuffer_texture_layer() 1625 ctx.glFramebufferTextureLayer (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex3D, 0, 1); in framebuffer_texture_layer() [all …]
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/external/deqp/external/vulkancts/modules/vulkan/shaderrender/ |
D | vktShaderRender.hpp | 123 const tcu::Texture3D* tex3D; member 129 , tex3D (DE_NULL) in ShaderSampler()
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/external/deqp/framework/opengl/simplereference/ |
D | sglrShaderProgram.hpp | 214 const rc::Texture3D* tex3D; member
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D | sglrReferenceContext.hpp | 805 void setTex3DBinding (int unit, rc::Texture3D* tex3D);
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D | sglrReferenceContext.cpp | 2214 const Texture3D* tex3D = static_cast<const Texture3D*>(texture); in checkFramebufferStatus() local 2216 if (tex3D->hasLevel(attachment.level)) in checkFramebufferStatus() 2217 level = tex3D->getLevel(attachment.level); // \note Slice doesn't matter here. in checkFramebufferStatus() 4501 m_currentProgram->m_program->m_uniforms[uniformNdx].sampler.tex3D = tex; in drawWithReference() 4504 m_currentProgram->m_program->m_uniforms[uniformNdx].sampler.tex3D = &m_emptyTex3D; in drawWithReference()
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